There are many abandoned rooms in the drafty fort and the party finds plenty of places to rest. Unfortunately, their respite is cut short by shouts coming from the top of the keep. New crises have arisen as the group attempted to recover. Confusion abounds as several different nervous warriors give you differing reports of what is occurring at different points around the city, but this is what you can gather:

1) Ryla's lead most of her apprentices and several warriors who had been guarding the Fort to the Southgate about an hour ago. Something's gone wrong with your druid's magical defenses there.

2) A mobile, towering iron statue is currently trying to pound the Northgate into dust. Sersha, Kiln and the gate's other defenders are slowing it down, but have been unable to stop it as of yet.

3) Your patrols near the docks have not reported in for 2 hours. Suhvob has taken a squad of his minotaurs to investigate.

4) There are still Barghests loose in the city. Their howls can be heard sporadically at seemingly random locations throughout the city. Barger took a mixed group of Mist Warriors and Halflings to hunt the beasts down about 3 hours ago, but your allies have yet to return.

The party has had a short rest. In order to get an extended rest, you would need to gather their strength in a secure location for another 2 hours at least. You also have allies in the Fort that you could send to investigate or support your other companions, including Gruhef, the party that assaulted the Prepotency granary, and 20 Mistmen.

What do you do?

Edit - confused my own NPCs up in point 2. Ryla is with her apprentices, Sersha is fighting the Golem.

But again: holy shit. I'd love to hear some discussion from true D&D nerds on what the possibilities are coming out of today's comic.

If you really want to be depressed, go to the comic's archive and read both strips titled "The Bright Side," newer one first.

Really can't wait to see where Burlew is going with this. I wasn't a huge fan of the current arc, but he's been kicking ass the last few strips.

And to ultra-nerd it up:

EDIT - EXTRA SPOILER SPACE FOR ANYONE USING TAPATALK!

REALLY, REAALLY SPOILEY, GO READ THE STRIP FIRST!

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Spoiler for Hiden:

If Durkon was my character, I totally would've let the Hold Person lapse on Belkar. Better to get stabbed by a halfling than exsanguinated and vamped by an albino lizardman! Easier to be raised too, I think.

"So Legate...while I do not believe it is in the best interest of my people to go along with this, I can also understand the concept of the greater good. That said, I have a few other questions...how much sway will you actually have with the emperor, now that you have one armor, and have lost the primary source of your power? How do we know your emperor won't see you as a failure and simply remove you? Secondly, what about the crystal beings, the ones who communicate telepathically throughout your empire, how will you keep them from betraying this agreement?"

"Bah, the Emperor. Why would he want to believe I have failed?" replies Suun. "Because I've lost an arm? Damn it man, that makes my legend even more grander! I've literally risked life and limb for his glory! He'll throw a fantastic parade dedicated to my triumph over the horrid beasts and fierce barbarians of this land!"

"Failed?" he laughs. "Oh, no. The only failure here would be if we fail to seize this opportunity! And as for those jewel-encrusted traitors the Opti, they've been strangely uncooperative as of late. It's almost as if they've decided they need no longer fear me. But this can be rectified. With hammers, clamps and jewel-saws, if need be."

So obviously, the dracolich is an issue, but back to the negotiations/interrogation, Kriv will ask the Legate rather directly about how much power the legate has in actually making good on anything we would negotiate...does the Legate have enough sway to end the war, or give back lands.

Suun goes on to tell his interrogators that though he can not simply take his forces and leave, he could likely convince his Emperor that certain parts of what used to be the Tiam-Krey province are too dangerous or too worthless to hold. "I was sent here, as was my sniveling predecessor, to secure and restore Scaleport, to secure and loot the remains of the city of Tiam-Krey, and to pacify the locals. That last part is most likely the bit that concerns you the most."

He writhes uncomfortably for his bonds for a brief moment, then continues.

"Pacifying whatever natives we find in a region set for Reclamation serves many purposes, but nearly all of them could be accomplished without further bloodshed. If I were to tell the Emperor that everything West of say, the Mist's Woods, was a useless stretch of badland inhabited only by creatures most foul, he'd likely believe me. Of course, he'd expect me to extract a certain amount of loot and levies from even a blighted area per annum, but if I were to accidentally underestimate just how many were living in these lands, why, that would hardly be my fault, would it? I'd likely be able to provide the expected funds and men myself, from coin unfortunately missed by the Tithers. Your peoples could go on with your sheep, or whatever it is you do out in the wilds, largely unmolested. "

"Of course," he adds with a smile, "if you are feeling very, very ambitious, and we all aren't consumed by a towering monstrosity from beyond the grave, my freedom could be even more valuable to you. If we could negotiate a true peace here, it would not be without precedent were I to elevate some natives to positions of power. You could rule the daily affairs of the province as you saw fit, as long as your methods did not interfere with trade and I maintained control of the Legions." He then stares Kriv directly in the eye. "Though I have no ability to suspend the Penance, and your kind would still be little more than a trade good, I would have great leeway in how vigorously I pursued those dragonborn living in these lands. If none were sent to the damned dwarves on a particular year, who is to say it is because I've been lax in my duties?" He grins from ear to ear. "No one who wants to keep their bloody head, that's who!"

He then goes on about the various benefits to both of these courses of action. Improved trade, civilization and technology, secure roads, personal wealth for the group, etc. The party's general consensus (aka Passive Insight) is that he is purposefully overestimating how easy it would be for him to enact either of these schemes, but he's not outright lying. Bilon and The Monk are sure the prisoner is relatively disgusted by your band, Kriv in particular, but likely prizes profit over personal vengeance.

And our heroes are once again victorious, though their scurrilous DM came within 2 hit points of permanently slaying the one character who's player was absent due to natural disaster!

Loot and recap below:

Spoiler for Hiden:

The Prepotency Lionguard has been slain. The Legate’s stone mount has been disabled and recovered by the party. Legate Valoratus has been captured, his right arm hewn from his body, and is inhabiting the dungeon beneath Fort Scale. Unfortunately, it seems as if an unpleasant creature had been imprisoned within his sword and is now free in the Prepotency camp. None of our heroes have seen it directly, but it has apparently destroyed an iron golem with ease. The bound, and surprisingly pleasant, Suun Valoratus claims it is a mighty dragolich he defeated and bound to his will years earlier. The fallen general seems convinced that you will eventually ransom him and appears to be cooperating, having already agreed to discuss freeing your lands. Whether or not this is a ruse remains to be seen.

5000 xp each

The following is an inventory of the Legate's possessions:

Falsefire Pistol, Rare, level 24, 525,000 gpCounts as hand crossbow for feat and proficiency purposesDoes not require reloading or ammunition, but on an attack roll of 1 an internal mechanism has jammed. It takes a standard action thievery check (difficulty 30) to clear the weapon before it may be used again.

Ring of Adaptation, Level 23 UncommonThis silvery metal loop is engraved with Primordial runes, protecting you from elemental effects.Ring Slot 425,000 gpPropertyGain a +5 item bonus to Endurance checks to endure extreme weather.Power Daily (Immediate Interrupt)Use this power when you would take acid, cold, fire, lightning, or thunder damage. Take half damage from that damage type until the end of your next turn.If you've reached at least one milestone today, this power lasts until the end of the encounter.

Albusinus the MightyWondrous Item, Figurine of Wondrous Power, 225,000 gp , RarePower (Conjuration) Daily (Standard Action)Use this figurine to conjure Albusinus. As a free action, the conjurer may spend a healing surge to banish Albusinus if Albusinus is reduced to zero hit points. If banished in this manner, Albusinus may not be summoned again for 48 hours.

Traits – Unwilling servant – If Albusinus does not like his summoner, he may banish himself as a free action if reduced to 50 or fewer hit points. If banished in this manner, he may not be summoned again for 48 hours.

300 gp75 silverPouch with 30000 worth of residiuum2 scrolls of the ritual Sending.

I'll be sending around a scheduling email at some point in the next few days, since we already know at least one player can't make the next regularly scheduled session. In the meantime, the interrogation of the Legate can continue should the party so desire.

A tip: I'd recommend doing board game reviews with nice, big, original pictures of the game and its components as part of the review.

This is a great recommendation. When I look through the pictures on BGG trying to see what a game looks like I hate having to filter out all the pictures of people who hand-painted their models or built custom pieces or whatever. Not that that stuff isn't neat to see, but it's not helpful when I just want to know what's in the box.

Yeah, BGG can be a pain to navigate. Here's another vote for a good inventory of what comes in the box with plenty of pics.

I also wouldn't mind seeing a "best new release of the month" column or something similar.

Sorry for the lack of post-game write up. The only thing I would add to Arkon's account is that the Legate seems rather enraged since Jett charmed his pet lion into tearing the head off his icy ally. (aka Coup-de-grace actions are definitely a possibility!)

And our weary heroes defeat the House of Coin Tradeguard and make a strategic withdrawl behind Scaleport's mighty walls.

3500 xp each.50,000 gp worth of residuum.

Your allies let out a rousing cheer as they throw thick ropes down from the southern wall, allowing you to bypass the druid-barricaded Southgate. They report that the city's other defenders have faired relatively well while you were engaged. Your forces have suffered approximately 16 casualties, some fallen to Prepotency siege weapons, others to skirmishers attacking the walls or to the spikes of soaring manticores, but morale remains high. Most of your troops are unharmed, the walls still hold and no serious damage has befallen the Fort. Your acts of valor on the field seem to have inspired your allies as well. "I don't care how big their damn cannons are! You have taught them fear," shouts a massive, white-furred minotaur you pass as you make your way back to Fort Scale. Gore-splattered, he roars, "They will not take this city. Not now! Not ever! Giantslayers! Giantslayers! Giantslayers!" Dozens of your compatriots take up the chant as you head towards your rest.

The city itself seems to be holding together as well. Acrid smoke clings to the streets, but you pass few buildings that have suffered substantial damage since you took to the field. Once back in the Fort, though, a weary member of your fire-brigade tells you that a row of houses near the city center did take a direct hit from the Prepotency Great-Cannon. "I believe most of the homes were abandoned, my Lords," reports an exhausted, soot-stained young woman, "but there were ... screams as some of the buildings burned and fell. I am sorry."

With the assassins either dead, missing or fleeing from a goat-faced berserker, the party must now choose what to do next. The consensus seemed to be to take a short rest at your current location, then attack the House of Coin forces assaulting the Southgate. If anyone objects, please respond ASAP! (And be on the look-out for a PM with game scheduling info!)

The party can make one roll on the "Cry for Aid" chart, fire a mortar once, see the cleric join them and take a short rest before the assassins reach them. Anything more than that will require the forfeiture of the short rest and/or healing surges.

That sounds like a plan to me, unless anyone has a different thought I say we go with this, and prepare to fight the assassins.

The party can make one roll on the "Cry for Aid" chart, fire a mortar once, see the cleric join them and take a short rest before the assassins reach them. Anything more than that will require the forfeiture of the short rest and/or healing surges.

And our heroes inconvenience some incendiary imbeciles while the cleric provides divine intervention to some allies with incredible injuries!

(aka Winnish, Jett, Kriv, the Monk and Gruhef the NPC Satyr beat up ogres with fire mortars while Bilon helped some seriously injured allies on the city walls.)

Loot and such from yesterday's battle below. Also note I made a slight adjustment to the "Cry for Aid" rules above based on feedback!

Spoiler for Hiden:

3500 xp each2 Falsefire Mortars - 5 rounds of ammo between the two of them. Are considered a "superior" weapons for proficiency purposes. Weight - 150 lbs each. Designed to be carried by ogres, a medium creature may still wield one, but considers all terrain difficult terrain while wearing the device. They can not be used on horseback, though they could possibly be fired from the back of a wagon, large chariot, or similar conveyance.

Attack- Attack: Area burst 3 within 50 squares. Center of the burst must be a ground-level square, but flying creatures in the blast radius can still be hit. Attacks reflex defense. Hit: 5d6 + 11 damage, and ongoing 10 fire and poison damage (save ends).Miss: Half damage.

1 Granite Longsword - This stone weapon is crudely carved, but the black crystals along it's edge pulse with a dark, discomforting light.

As the ogres and their dwarven master throw down their weapons and flee back towards their camp, the party sees a group of Praetorian assassins racing towards them! Our battered heroes can retreat to the (relative) safety of the city walls and rejoin their faithful priest, but if these assassins must abandon their prey, who instead shall bear the brunt of their wrath?

(If folks could decide on if you're running or fighting by Friday, 12/7, it would be much appreciated!)

After some hurricane and holiday related delays, looks like the game will be starting up again on Weds. As our brave heroes move to repel a terrible siege, they may call upon their allies if things look grim:

Cry for aid! - Standard Action [edit - or a minor action when used after a Second Wind or Total Defense action.]Roll a d20 and consult the table below. Apply the following modifiers to the roll.

+2 if the PC is bloodied.

+1 per party member unconscious/dying/dead.

-1 per previous call for aid by party this encounter.

-2 if it is snowing heavily.

-2 if party more than 2 squares, but less than 5 squares, away from allied forces on the overland map.

-5 if party is 5 or more squares away from allied forces on the overland map.

Cry for Aid! table.

Less than 1: Fog of War Your allies have lost sight of you. No assistance is forthcoming and the party may not use Cry for Aid! again this encounter.

6-11: Hold! Hold! Unengaged allies move to support the party, but may be intercepted. Re-roll on table at the start of the PC's next turn with an additional +2 modifier.

12-15: Feather yon blaggard! A group of Mist Archers in tight formation fire at an enemy of the PC's choosing. +22 vs AC. Hit: 2d12+4 damage and all allies adjacent to the target may shift 1 square. Miss: Half damage.

Still no juice at home today, but was able to get to work in Times Square. Didn't notice any damage here at all. Considering starting new life as muppet-themed street performer so I don't have to return to Jersey! Will post update if I can steal an XXL Elmo costume!

Lost juice here in the NYC Jersey 'Burbs around 9 EST. Transformers just started kersploding, one every 5 minutes or so, around the neighborhood. Glad I'm about 15 miles inland, though. The reports coming in from manhattan & the shoreline are just insane.

I just finished a Brooklyn Monster Ale. Not bad. I think I like my barleywines a bit sweeter, but this was still a pleasant surprise. Smooth. If someone just handed me a glass, I would never have guessed this was over 10% ABV. I'm not a fan of Brooklyn's flagship lager, so I wasn't expecting much from Monster, but now I'm looking forward to the rest of the 4 pack.

And our heroes stuff a corpse in a box, get a message from a squirrel, then jump off the city walls on their magic horses!

2000 xp each.

For those who missed the whole or part of the session, the Prepotency attacked the walls at dawn on the third day of the siege. The party is headed to face a pack of siege-ogres and their duergar leader outside the Northgate!

I'm also sending around a note regarding a possible reschedule for next session. Check your Inboxes!

Did we ever decide about getting a message to Kavak and crew about what was happening here, and/or what might be visiting them shortly about their Shardmind?

While the party discusses getting a message to the Crows, the sun sets and the Prepotency siege engine falls silent. A few buildings smoulder, but no fires are spreading. Your fire-fighters are doing their jobs well, but they seem to be weakening more quickly than anticipated and are in obvious need of rest. "We'll be back at it tomorrow. First light," coughs Kirmon, a barrel-chested old dockworker who has become the unofficial leader of your recently recruited followers of Erathis.

Is it possible that Jett or Ryla have a ritual that could control the weather a bit? Such as the "Control Weather, level 17 ritual", to perhaps let mother nature assist us a bit? Either in putting out the fires, or making visibility from the camp in to the city impossible.

Ryla doesn't know it (unless I already said she did and I forgot. then she totally has it!) If Jett has it (which I don't think he does, but I may have forgot!), he could try to stop the sporadic snow, increase it's intensity, or increase the strength of the local winds. How any of these options would impact the siege is unknown.

Quote from: Autistic Angel on October 10, 2012, 11:06:32 AM

I think this is a good idea. There's a big difference between interceding in the conflict and acting to preserve homes and possessions from indiscriminate fires. Whatever Lorna's position might be, I bet the civilians will want to help each other.

-Autistic Angel

Bilon and Kriv are able to compose a compelling argument, using elements of what they know of the scriptures of Ioun and Erathis, on why it is the duty of all righteous followers of the gods of knowledge and civilization to help preserve the city from destruction. Lorna seems unconvinced and reiterates her neutrality. ("Stick to preaching the ways of your own little love-cult, dwarf!") Most of those hiding within the temple feel the same. Nearly 30 devout followers of Erathis are persuaded, however, and agree to help put out any fires, even through Lorna tells them that they will not be allowed to return to the temple should they leave.

Bilon - Diplomacy 25Kriv - Religion 30

Fires should now cause less damage to the city for as long as the fire-brigade is able to function.

It's now late-afternoon and the winter sun is getting ready to set. Is there anything else the party would like to do before nightfall?

Can we gather civilian volunteers to help fight fires? Most residents would rather do something to help their city than just let it burn.

The only place you are sure a large number of civilians are hiding is in the temple of Ioun & Erathis, run by the priestess Lorna. She has told you she will not assist you in the upcoming conflict, but you could try to change her mind.

You could also assign some troops to round up an impromptu fire brigade by searching for smaller groups of townsfolk hidden elsewhere in the city. You would have to instruct your forces on how exactly they should go about persuading any they find to "volunteer" for this dangerous duty, though.